Who am I: DH on Alkeizer run only stop to pick up legend + gem + lvl63 gear, w each pickup slowing me down more.
Current farming route: Kill Azmodan check pt, back to core WP, to Tower Curse WP for 1 elite, then back track through to Crater 2 WP, to Rakkis WP, to Bridge WP (doing round clock run in fields then down to 6 o’clock for WP) to Keeps 3 WP, to Keep 1 for 1 elite and town to quit.
Rinse and repeat 3-4 times, taking about 23min/run, and then I need a break
My dmg is puny with dual peashooters (just 80k) so only can do no MP in solo. I can party with stronger friends for MP2/3, but feel bad when I become a drag for them, but I find rewards are marginally better on successive MP jumps
The merits of this route is the overall mob density is very high compared to other runs, with straight forward route and no time wasting on town portal (sometimes I tp in fields and not run to bridge WP). My build is for speed, and I never stop for any strays often leaving behind several monsters from pack so I don’t waste time chasing them down.
That kind of intensity to plough through 4 acts in 2-2.5 hours or so (or at least under 3hr for some classes that can’t buff movement like barb/DH) with no drop in efficiency will be great (not sure about time here, may take longer w NPC chats to progress).
Will be hard to point out exactly which areas need higher density, as there are so many maps and mandatory check points for the whole 4 acts, but a testing team banding together to test run a few days will have it pat down. But you have a great starter in terms of density with all the suggestions above like Leoric’s, Vault, Crater 2 and Keeps 2, also beginning of Act 4 with all the shadow crawlies.
My biggest pet peeves are snakes in Act 2, that disappear and you cannot hit them until you give them a standing target and wait for them to catch up to you. both oasis spots are very bad with a lot of these. The fatsos in Act 3 slow me down by casting huge defense buffs for other monsters, but I just kill them first in the pack, or if they’re an elite pack, then I clean other monsters first, then stand between them and finish them one by one (it’s extra painful when they have fire chains and molten, but my life leech allows me to tank on no MP). Also I’m forced to abandon whole packs of pterodactyls that take too long to swoop in before I engage them. If not for them, field would have very good density. No complaints for act 1 monsters except for the huge bulls that charge you. Mix them in with the poison trees and I think most people would agree that they will have to spend a lot to gear up enough to face tank and kill this tandem that does huge dmg yet has a lot of HP. But hey, tough monsters are meant to be tough right? I kite the most when having to face them (ie waste the most time), but do find them a fun challenge. Same goes for higher MP in reducing efficiency. Currently geared to dish out as many arrows as possible yet have enough life and amour to take a few big hits and life leech to tank mobs w more life. I can see myself doing MP2 solo if I upgrade all me gear and change to night stalker and fire at will.
A similar investment/reward run for Act 2 I see, is circle around Canyon Mines, WP to Path Oasis, reverse “S” to catch elites in middle, connect to Dahlgur Oasis and repeat (bonus if tomb spawns, lot of elites there – please make it permanent!), WP/tp to Kulle’s archives (depends where WP spawns), Kulle, tp, WP to Desolate Sands, circle round map and drain into middle killing everything and enter all cave/vaults. Only recommend higher density in both oasis and desolate (will also fix the snake problem, as they are obviously less annoying in Vault of Assassins where density is much higher, and they can catch up when you move on and stop to meet the next pack). This would be a run that matches my version of Alkeizer run above in terms of engagement vs reward vs time investment.
For these runs, I imagine my friends and I would like to cut out as many maps w random generation that has dead end split paths, cos retracing cleared paths is like an ineffable drag when our killing spree is interrupted (Keep2 and Crater 2 are exceptions due to highest mob density – and I think I recognize at least all the maps that can be generated for crater by now and go straight for WP path and cut out dead ends unless it’s a short circle with elite spawn reward and minimal retracing). Also, directly connecting WP are 10x better than tp then WP to new map.
Have to think about Act 1, but simply dumping more monsters in all of the open fields will work. Also more in halls and make Tower spawn permanent at highlands, and maybe even the mine event in fields. Can’t imagine how insane that would be and the return will be tremendously better than the other 2 paths above, so maybe not such a good idea here. ;)
I think Act4 needs least change, and it has a pretty straight forward path.
In terms of enticing players into the RPG element, I suggest an extra stack for Nephalem Valor that can be maintained through successive acts (ie cap NV5 in Act1, 6 in Act2, 7 in Act3, 8 in Act4). I guarantee this will give new meaning to marathon gaming. With this goal in mind, maybe can add minimal spawn increases, and I think it gives an extremely playable alternative to repetitive runs.
My first post ever. Yes it’s too long. Forgive me if it was a boring read.
Big thanks to friend, Mike, that showed me the run.